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James Keegan wrote: I also want to try and fit in/play with The Twilight Tomb by Greg Vaughan, mostly because the villain is a brain in a jar that lives in an undead ape. The Duskwalker would make a good recurring villain. OK now I have to pick this adventure up, not only does Gregs stuff kick ass, but the brain in the jar monster idea is so cool! That picture in the 3 adventure of the Seeds of Sehan arc of the Yak dude holding the brain in a jar is wicked retarded! What says Lovecraft better than brains in jars. I was doing a search about James Jacobs and noticed that he wrote this book. It mentions Ahazu, I dont have my mags nearby but wasnt this dude refrenced in Savage Tides? Is this the same thing or what? By the way the reason I was doing the search was because in a diffrent thread it references James Jacobs as Dr., am I reading this wrong or is JJ really hold a doctorate in something? Basically thats a rough and dirty outline of my Sterich campaign. You can read the campaign journl called Shadows over Sterich. Spoiler:
The basic idead is that the Malgoth is just one a the threats the PC's need to uncover, theirs also a faction of Elemental Eye worshiping drow and the majot bad guys a faction of the Horned Society that seeks to control Sterich and includes a number of minor organizations in the area including cults of Nerull, Mephstopheles, and savage humanoids. Sorry I forgot to put the oath of Nerull info: Dragon #299: Oath and Order. I also put together some stuff I found for a future campaign idea built around Greyhawks Irongate: Dragon #351 Irongate:City of Stairs
Im sure theres more stuff but this is what I found as I idly flipped through my collection and what I remembed seeing refrenced before. Currently Im running a AP style campaign with a mix of stuff put together from the Istivin arc Dungeon #117-119, The Call of Cthulhu campaign, Day of the Beast, and some other Dungeon/Dragon sources: 1 "The Fogotten Legacy" a modified version of the Forgotten vault freom the Eberron core book. 2 " The mystery of Oliphant house" a adventure based on the Call of Chuthlu adventure from the Day of the Beast campaign called "Suffer little children" 3 "Dreams of Madness" another modified DotB adventure combining info from the Istivin backdrop and the adventure "The Dreamer" 4 "Black Hills, Blackest Secrets" again, a modified adventure from the DotB Campaign. 5 "The Scourge of the Io-Rach" a home brew dungeon crawl based on an idea from the the Book of Vile Darkness and the background info on the Sterich Hinterlands in "Shadows of the Abyss" Dungeon # 118 6 "Burnt Offerings" a home brew adventure where the PC's confront their nemisis in his base, one of the leaders of a cult that seeks to unleash the Day of the Beast on the land. 7 "Touch of the Abyss" Dungeon #117 8 "Shadows of the Abyss" Dungeon #118 9 "Wrath of the Abyss" Dungeon #119 10 "The Oath of Nerull" a home brew adventure inspired by the Dragon article by Bruce Cordell issue 11 "Headless" Dungeon #89 continues the Nerull arc with Nerull in place of Orcus 12 "The Harrowing" Dungeon #84 Basically Laveth, Lolths daughter is attempting to finish off the job her mother couldnt. 13 "Assault on the Azure Prince" A home brew adventure inspired by the Sterich entry in the Living Greyhawk Gazeteer. The PC's must stop an invasion army and reclaim the Davish mines. In doing so they learn clues that lead them to stop a horrible event. 14 "Day of the Beast" a two part adventure inspired by the DotB campaign and the Background article on Istivin. The PC's learn of the impending Day of the Beast, Clues to stopping this lie within the Chapel of Time. In part 2 they must confront the cultists before they can complete the vile ritual. 15 " The Heart of Hellfire Mountain" Dungeon #140 The PC's learn of the true master behind the troubles in Istivin, and must journey to his sanctom to crush him once and for all. Guennarr wrote:
I realize that NG sought to keep the look and feel to that of 1st edition as well as the price at an affordable cost to the consumer.I have nothing against that at all, I in fact comend them on what they have done in a field where its tough to succeed as they have. My only thought was that since there was a partnership between NG and Paizo that the two colaberate on this great product and make a super deluxe collecter version.Im just not overly fond of the art or lay out from the book, which is two things that Paizo excel at. I bought the revised ToH and had it printed and bound.I think that if Paizo where to put out a high quality colour version (as all Paizo products are)would allow those that wish to have a deluxe version to put on our shelves, and yet still allow those that dont want to pay a hefty price tag to still buy the old revised book in PDF format for the same cheap price. I think that this book out of all of the OGL material is one of the must haves, this only increases with the fact that Paizo is going to be using it for Pathfinder.Ultimatly you get what you pay for,while the content of the revised ToH is great I find the art is lacking. While this may not be a big deal to some I find it hard to visualize certain monsters in the game when they dont look particularly threating in the book (or just plain silly).Paizos new kolbolds look much cooler than the MM version, ditto for the goblins.So I would love to see (and purchase)a full colour super deluxe version of this book! Thomas Austin wrote:
No...I'm pretty sure this is the one where Paizo puts out a new line of Greyhawk source books and I hook up with the holy trinity of Jessica, that being Beil,Alba, and Simpson...yeah, maybe that one. Paolo wrote:
maybe there WAS a map in a diffrent time continum, but the time line got messed up that made it so Paizo couldnt put the map in even though they already did.Just saying, it could have happened. Scott & Le Janke wrote:
Its a relief to hear that ther are others out there that arnt as keen on the planer adventure stuff. I know its a staple of d&d and all, but it stretches my fantasy a little to much. James Jacobs wrote:
Well thats good and bad. Good because I thought I may have lost it somewhere in my house.Bad because poster maps kick butt! Gold Katana wrote:
This very thing is/was a concern of mine.Im not sure (assuming my PC's notice it) how Ill handle this situtation if/when it arises.Its a nice move in moving it though. Ill have to think about that. To be honest I love the STAP, its a wicked cool campaign and has a feel to it thats somhow diffrent from other typical d&d campaigns and feels very diffrent from when we played Shackled City. The only thing Im not overly looking forward to is leaving the Isle and heading into the abyss to put the smack down on Demogorgon. Im not a big fan of the plane hopping stuff.But Im sure it will be cool. I know what you guys are saying about long campaigns Shackled City took us 2 years of playing, and now we are doing Age of Worms. (almost finished Whispering Cairn, I think)So its going to be at least another 2 years until I can run the STAP. The way treasure in d&d works does bother me and it is somthing I intend to change a little.Currently Im running a campaign set in Istivin, so I plan on trying out some stuff and see how it works. My other point was to try and have the players discover and really explore the Isle, as opposed to just zipping from place to place. Its not that I want to limit the players or their fun,but by placing certain restrictions on what they can or cannot do because of loop holes or imperfections in the rules you can help ensure that things ARE fun. Basiclly my group tends to do things so efficiantly that the game seems less like a fantasy game and more of an economics excercise. I guess if everyone is having fun thats cool, but that doesnt mean that thngs couldnt be made more fun. The idea behind the magical effect was to basically allow the players to use teleport if they wanted to but beware of the consequences of that action.I also thought that it would add to the hostile,alien and remote feeling of isolation that the Isle evokes. I feel like the Isle is like some primal world set apart from the rest of the Flaness, like some kind of Hyperborian forgotton valley from a Conan story or a Lovecraftian novel. Its my opinion that a place like the Isle of Dread needs to be more than just another adventuring site, it needs to feel diffrent. Like it WAS anoher world or even a diffrent plane if that helps. maybe Im just weird though.... I wish I could help you with this, but my knowledge of the realms is pretty weak.The events surounding the arc are pretty world specific to Greyhawk, but I guess you could mess with stuff to make it fit where ever you want. Im currently running a campaign that I built around the trilogy, but Im using Greyhawk as my campaign setting.You can check it out on the campaign journal threads called Savage_Screen Monkeys Shadows over Sterich campaign. Session #4-The Forgotten Legacy
So the fight is on between Tebryn the drow and the rest of the party. The drow’s cockiness gets the better of him and Caelam literally blasts him with an arrow to the chest dealing a major injury. Tebryn tries to make a few attacks after shrouding the room in shadowy darkness, and makes a fighting retreat out of the room. The group proves to canny and he succumbs to multiple wounds. The group makes sure he’s dead and then chucks his remains into the vault basement. The party heads to the Gryphon Arm’s and presents Silas the box. Everyone waits in anticipation to see if he would be able to open it when they all failed in their own individual attempts. The box opens, and Silas is over joyed. He gives the party the remainder of their money and asks if they will act as his honour guard when he returns to the marchioness to prove his claim. They agree and even offer to protect him from any threats that may occur before that time. Inside the box itself are a number of parchment’s which prove to be deeds to a number of location’s, including the refinery the box was found in, a manor called Oliphant House, and a mining operation called the Windy Point Mines. 5th of Planting 594 CY
Later that evening the party has a wonderful dinner to celebrate Lord Arakk’s good fortune and they meet Silas’s aunt Lady Vendra and personal chef Oona, as well as Silas’s noble lady companion Talindra Amaranto. That night they make plans with Silas to explore Oliphant House the next day. When the party arrives by carriage at the manor house on Brink’s Hill they find that it contrast sharply with the other opulent manors that are scattered around the hillside. The place is in much need of repair. Things on the inside don’t seem much better, though the place seems to have been undisturbed for quite some time. As they explore the inside of the home they hear the weeping of a young girl coming from up stairs. Cautiously they advance up the stairs to explore the disturbance expecting another ambush like at the refinery. They open the door from where the weeping is coming from to see the ghostly apparition of a young girl winding a jack in the box. As the girl turns she appears to be about six years of age and quite sad, she looks past the party members and directly at Silas. “Silas is that you”? At this point the ghostly figure disappears but the blood drains from Silas’s face and he flees the house screaming in panic. Next week: The adventure of the Oliphant House mystery continues… Good points everyone. I guess my two major concerns was the fear of the players missing out on the coolness of the Isle through encounters they will miss that showcase some of the Isle feautres, and knowing my players they will forgo the ship travel if teleportation is a better option (which again come to the point of missing out on a cool aspect of the AP). Secondly the treasure aspect peaves me the most. Should the players have treasure? Yes! Should they get every last item that they desire...in my opinion no. I had thought that this teleport misshap thing would basicly allow the players the oportunity to still use the ability (according to the FR:Underdark book about faerzress it only requires a successful Int Check DC 20 or a Spellcraft check DC 35 to not go off course and a DC 25 spellcraft check for other infallible forms of teleportation). This dosent seem overly difficult and still allows them to make the choice of what they want to do for better or for worse. If this effect was in place I had immagined that it would have been caused as a side effect of the destruction of Thanaclan in the first savage tide and that as a result the monsters would be unaffected by this as its connection to the abyss and the prince of demons allows them to function normally. Maybe thats not fair to the PC's but its only for a handful of adventures till they head into the abyss.I had also thought that this might encourage the PC's to want to make sure Farshore succeded as a trade route to the mainland, and thus as a side effect be able to gain that precious item they desired so badly. One of the things that I always thought was weird in regards to magical transportation in D&D was, why arent there gates directly linking everything. Im mean should Greyhawk city be the hub of these gates and then link to the rest of the Flaness? Why would you not want to establish a gate from Sasserine to Farshore in order to make your exotic trade route more profitable? In the end I will allow the PC's their teleport spells as is.Thanks for giving your opinion on this. I may have had a player mutiny and no DM wants that. James Jacobs wrote: Yeah... Tom was one of my favorites. As can be evidenced by how many of his adventures (such as Isle of Dread and The Lost City) have had elements creep into Dungeon's pages over the last few years. He will be missed. :( Out of curiosity what other elements in Dungeon has Tom Moldvay inspired? Isle of Dread and Lost City are the biggies of course but was there other stuff, cause I'd love to get my grubby paws on that! Does this book have anything in it that would help out running stuff on the Isle itself.If so I may purchase this suplement. I plan on running my campaign in Greyhawk, and not Eberon. Im mainly looking for some interesting tidbits to make my players really feel like the Isle is almost another alien and savage world. Dragonchess Player wrote:
Now there's a good idea. Add the Rakasta as a playable race from a tribe located near Sasserine or in the amedio if a PC gets wacked during the Sea Wyvern's Wake adventure. This tribe once hailed from the Ilse of Dread but escaped long ago. This tribe has no idea that its mother tribe has been wiped out by the skinwalker demons,and there are a few members who wish to return to the home land and reunite with their ancient and long lost brethren. Ive been considering the idea of placing a restriction on teleportation magic (specifically on teleport and Grt. teleport). Something similar to how faerzress works in the underdark of the FR. My reason to do this stems from the way that some of the adventures imply that the PC's should travel and explore from place to place either on foot or with the Sea Wyvern, but mainly from the fact that I really hate the idead of just grt. teleporting to Sasserine (Or where ever) so the PC's can buy and sell stuff. I was already planning on adjusting treasure but I know my player's are going to want to buy certain things and that this will eventually require them to do this. This is basiclly what happened in our SCAP and while I was just a player in that campaign it still drove me nuts! I guess long story short what do you folks think. Am I just being a sore sport or what. I'm curious to hear how affiliations have worked for peoples camapigns thus far. Are they worth it? Have they added anything interesting or helped the PC's in any way? Are any of your PC's planning on taking over as leaders of their respective group? Have you as a DM added anything cool, like side quests or nifty NPC enemies and allies? That fight seems insanly tough. Then again PC's have a way of messing up the best laid plans. When are group played through SCAP I discovered that there is a fine line to be straddled. That being that not every encounter should be a fight for the PC's life, but it needs to be just challenging enough that it gives the player's the illusion that they rock.Boss fights in particualr are crucial because they are the culmination of every thing the players are striving for and its anti-climactic to the adventure if its way to easy or just way to hard.In the end if only one PC died from that fight and everyone had fun then you did well. DMFTodd wrote: Their are too many kopru's protecting the Bile Wretch. Destroying the tear and flooding the chamber (which takes hours), distracts the kopru's so that the PCs can get inside to deal with the bilewretch. There's a couple other threads dealing with this already. Cool, could you point me out to them Id like to take a look. Hierophantasm wrote:
I had thought that perhaps nature slowly weeded out the evil of the area and brought a semblance of normality. Perhaps savage creatures cant survive long.If this is the case Sasserine and Cauldron will be safe, if not the s~%*e will hit the fan so or later. I just think we need to revist something thats already been printed before. So I finally finished really reading the Lightless Depths. Maybe I missed something but whats the point of destroying the tear? If I understand correctly this floods the cavern and awkens the aboleths. I understand that the aboleths and kopru hate each other but why would the shadow pearl production stop. Whats Demogorgons relationship with the aboleths, that would preclude such a relationship? As presented in the magazine the player's should have their patron as part of their best intrests. The fact that she does not get elected in you campaign should not be a problem, but if they dont care about her all that much you may have a little trouble getting them to rescue her later from Vanthus. Im interested to see how this part of the campaign proceeds when I get here because when we played Shackeled City my character (the younger brother to Zachery Aslaxin II) became lord mayor instead of what the book suggested.If one of the player's decides that they want to go a similar route and try his hand at managing a outpost (especially if hes part of the Dawn Council) Ill roll with it. James Jacobs wrote:
Thats a great point! I'll make sure to emphasize that point to my player's! as for the second part,while true and neat, I still think some of the creatures beg for added stuff. I mean sawtail scorpions! Come on, why just have regular scorpions when you can have scorpions with fricken poisonous sawlike tails chewing up a characters legs, causing gapping wounds that bleed for an extra point of damage every round! Im so going to stat out these critters with "Dread" powers! By the way why did the Rakasta's not make it into the AP? I know that they get wiped out by the skinwalker's, but why was it decided that this was the best way to present them? Sorry if this has been asked already, but I couldnt find a thread about this topic. ericthecleric wrote:
Nice! Im gonna check those templates out. I was thinking of adding some minor specail abilities based on the description of the creature in question. For example the hornback centipede should have horns on its back that could inject its poison when it grapples a foe. Nifty evil sutff like that. I was thinking about what the importance of the PC’s encountering the rhagodessa on board the Blue Nixie. This creature seems to be very deadly with it’s high grapple bonus and bite damage of 1d8+6, your looking at any where from 7-14 points of damage a shot. That’s more than enough to kill a 1st or even 2nd level PC in one attack. I was almost convinced that I would remove or make the rhagodessa easier…almost. In the end I decided that the rhagodessa was put where it was to send a message to the players. That message is that the Isle of Dread is more than just a new place to adventure and explore. No no friends the Isle is a beautiful, but dreadful place where exotic and extremely deadly creatures not only live, but thrive. A place where even though danger is the norm for adventurers, this place shakes the most hardened adventurers who awake sweating from terrible nightmares at just the thought of exploring this material abyss. Which brings me to my next point. I noticed that in many of the encounter tables provided in the adventures have exotic and deadly creatures listed as possible encounters while exploring on the isle. For example, on the underdark table there are listed chasm spider’s, ghostbelly spiders, and hornback centipedes. Are there alternate stats for these “Dread” creatures? There should be! Id be interested to know if anyone has done anything to buff up these ordinary creatures or if there was some kind of dread template that could be applied to them. Session #2-3-The Forgotten Legacy
The next morning the party decides to go to the Gryphons Arms as suggested by the mysterious stranger. There a young noble who introduces himself as Silas Arakk meets with them. Arakk explains to the group that he is seeking proof of his lineage in order to claim his due title, lands, and any other property that is rightfully his. He tells of how he had hired Erepoth Greytallow (the man they found murdered) a scholar to look into the matter. It seems that Greytallow had discovered that a magical box had been constructed for Arakk’s father and that it could only be opened by a member of the Arakk bloodline. The problem was that this box was supposedly locked away in a family vault but the location of the vault was still unknown. Arakk believes that Greytallow had found the location of the vault and that was why he was murdered. At this point Christof mentions to Arakk that they had discovered what the group believed to be a address of some sort. Excitedly, Arakk is sure that this must be the location of the vault and asks the party to find the vault and bring him back the box, for a hefty sum of course. With matters settled and an advance of gold the party purchases some supplies from a nearby store called Olidammara’s Fortune where they meet the stores proprietor Arakaral the Fortunate, an overly jubilant elf. The party then searches out the address they found clutched in the deceased scholars hand until they find themselves standing in front of an abandoned ore refinery at the edge of the Abandoned Quarter. The decrepit building looms before them, built of wood that is now rotting and brick that is crumbling to dust, wrapped in a blanket of putrid air wafting off of the Effluvium of sewage. The dwarf Kenya leads the party into the front door of the refinery and almost falls through the rotting floor of the building. After recovering from a near fall and lighting a lantern the party navigates into the darkness and finds themselves in a room that may have once served as a break room. The room is full of cobwebs and soon the maker of the webs reveals them selves as a wave of spiders hungrily swarms towards them. Christof throws his lantern and simultaneously scatters the spiders and plunges the group into darkness. Jarvys lights a torch and finishes off any of the remaining swarm. Strangely, the group hears the sounds of a young girl crying for help down the hallway. Cautiously moving past the rotten section of the floor the party nears the sound of the girls voice who continues to plead for help. The group suspects a trap, but at the same time they feel that they must act none the less. The group bursts into a large brick room filled with all manner of ore refining machinery and cloaked with deep shadows. From these shadows sling bullets fly at the party, quickly moving them into action. They find themselves fighting a new group of hideous mongrel folk. The party manages to dispatch them easily, but garner no clue to the purpose of the ambush. Jarvys though, believes that this may be their home. The group continues to explore the building; Jarvys nearly dies when the mother spider of the swarm surprises them. Soon they find the main office. Searching the room turns up a pentagonal key and a secret trap door with metal spiral stairs leading down. The party descends the stairs as quietly as they can. They come to a hallway with four dragon statues in recessed niches ominously guarding the passage. Suspecting a trap Caelam searches for and discovers that the statues do indeed breath fire when something moves within the hall. He then tries to disarm them to no avail. A new plan is formed. If finesse will not work brute force will. Using the strength of Kord and a crowbar the party sneak up to and topple the statues smashing them to pieces that causes bursts of fire and stoney shrapnel to fly about. While slightly scathed the damage is less than what could have been. After the hall of dragons the party comes to a metal door with a pentagonal depression. Inserting the key that they found the door unlocks. Stepping inside of what they rightfully believe to be the vault proper they see a dragon statue clutching a shield dead centre of the room and three mechanical dragons the size of small dogs along three walls of the vault spring to life. The party battles the three iron dragon constructs and defeat one but are forced to flee. The party needs healing…badly. They head to the House of Radiance, since no church to Kord exists in the city. While in Qualtaine Square they see an old women selling flowers and when they learn that it’s for the children that where crushed beneath a falling statue they all buy bouquets. Suddenly Caelam’s elf ears perk up as he hears a snapping sound and can see that the scaffolding near the church has broken. Quickly he shouts warning to a nearby worker who is threatened to be crushed by the statue that the structure was supporting, saving the mans life. The worker Cyram profusely thanks the elf and offers his services to him any time that it is needed. The party gets healed at the Church of Pelor and heads back to the vault to finish off the iron dragons. After a long fought and hard won battle the group finally destroys the last dragon. They discover that a metal rod pops out of each dragon’s head after it is disabled and that these three rods match the three depressions in the shield clutched by the dragon statue in the centre of the room. Caelem discovers the correct order to place the rods and the stature rises to the ceiling revealing a hidden shelf. On the shelf is a small golden box encrusted in jewels and topped with a stalking golden dragon. This must be the box. After discussing how to precede next they decide to return to the Gryphon’s Arms with their prize. As they return from the basement through the trap door in the floor they are greeted by an elf…a dark elf. The drow demands the box in no uncertain terms, but the party has no intention of just handing over their hard earned prize. Next week: ROLL INITIATIVE!!!! Sometimes acts of coolness should over rule real world physics. I mean were playing a game and that game is at its best an abstraction of the real world. As a DM I like to think of DnD as a action movie (think of all the scenes with infinite ammo, and tons of cars blowing up all the time at the slightest impact)and reality takes a back seat to good plain fun. Tequila Sunrise wrote:
Thanks! In our AoW campaign our DM (Hagen on these boards) implemented the following changes to sorcerers: Sorcerers
I dont think it over powers the class, though as mentioned before it does make the wizard class pale slightly in comparison, but not overly in my opinon.It also fixes some of the wierdness about sorerers, like why do they get fmailiars and need spell components if their a natural born spellcaster? Fake Healer wrote:
Well said! I'd probably be offended by this guys attitude if this thread wasnt so freakin funny!Tim Kosinski wrote:
Dude! Your cave has electricity AND porn! Can I hang out at you cave when Im done roleplaying tonight? Im currently running the campaign "Shadows over Sterich" and have been slowly using some of the events that foreshadow the Malgoth's taint in the Shadows of the Abyss adventure from the Istivin trilogy. What I was wondering was if anyone had any ideas of more random encounters/ideas that I can sprinkle here and there that would help keep the mood and reinforce the concept of the cancerous taint that has stained the very fabric of the city. The party hasnt gone out into the city at night yet,but I do plan on having encounters with undead Shadows.Maybe I'll start with the lesser shadows from Tome of Horrors and work may way up to the tougher ones.Other monster random encounters that would be drawn to the city because of the Malgoth would also be helpful. Mike McArtor wrote: You need not apologize. I am a professional editor, often considered the go-to guy for grammar and mechanics among a sextet of professional and highly qualified editors."Huh huh huh (trying to impersonate Beavis & Butthead laugh)he said sextet!" "heh heh heh ya Butthead, SEXTET!"sorry sombody had to say it.... So this is what happened in the first session of the campaign The party is composed of: Kenya- female dwarven fighter 1
Session #1-The Forgotten Legacy
The party came together, while on the road to Istivin, each with his and her own goals and desires for the future. None the less bonds were forged on route and the party arrives at the Javan Gates together. After three hours of waiting in line at the gates a tired watch captain greets them, and bombards them with a plethora of strange questions. The party can now understand the long line to enter the city. Shortly after entering the city, a blind beggar named Ruga asks Jharvys to spare a copper or two. When Jharvys and Christof give the old man some spare coins. Then a strange thing happens, Ruga gets a piercing look in his eye and speaks a warning of something that is ever watching. Christof asks about finding lodging for the night and is referred to the House of Tabard. As the party makes its way there, they discover a body laying prone half in and half out of a darkened alleyway. Kenya spots what appears to be the victim’s attacker and a fight breaks out. Soon the party finds itself embroiled in a battle with not one but three assailants. Discover that the attackers are mongrelfolk, the party slays them and the watch is summoned by a frightened passer-by. Attending to the fallen man they discover that they have arrived to late to save him, but clutched in his hand is a crumpled parchment, which seems to have an address written on it. The watch arrives and chastises the party on how they should not be taking the law into their own hands. And next time they should call the watch if anything like this happens again. After arriving in the dingy House of Tabard they are well greeted and served a wonderful meal of venison, that contrast sharply with the Inn itself. While relaxing in the common room the door of the Inn flies open and a cloaked stranger enters. He offers the party a chance to learn of why the man they found in the alleyway was murdered, and telling them to go to the Gryphon’s Arms at dawn. That night every member of the party is wracked with terrible nightmares of a lurking, but hidden and unknown entity hiding in the shadows of the city, waiting and watching. Something evil, and something that did not wish them well. They all awoke the next morning, but the dreams hit Caelam pretty hard, leaving him with a little less resolve than when he first entered the city. Stay tuned for session #2 and the conclusion to the first adventure The Forgotten Legacy Finally! Today is the begining of my new long awaited and highly anticipated campaign "Shadows over Sterich" This campaign was inspired by the excellent trilogy of adventures by Greg Vaughan in Dungeon 117-119 and the the excellent backdrop article on Istivin: City of Shadows by Greg and Erik Mona.Tune in and discover the fate of my friends and their heroes in the wild frontier Marchland of Sterich, and it's shadowed haunted capital Istivin.It should be known that Dungeon magazine (R.I.P.),its authors and staff, as well as members of these boards were very helpful in building this campaign,so I would like to dedicate it to all the hardworkers at Paizo, and the fans of Paizo who provided their support to this team.Details of tonight's session (#1!!) will follow!
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